Rules for Wave 2 models are available for free, here:
By the pricking of my thumbs...
From the website:
Are you willing to risk your soul for a chance at great wealth and power? It's your only weapon in a world rife with monsters, necropunks, man-machine hybrids, gunslingers, and power-hungry politicos. In Malifaux, you lead your Crew in the battle for control of the Breach, a dark portal to a world of limitless magic.
Malifaux is a character-driven 32mm tabletop miniatures game. Players collect, build, and paint models representing the denizens of Malifaux, pitting these models against one another in groups called Crews for control of the precious resource known as Soulstones.
A Crew can contain several different types of models depending on how a player constructs it. Masters can manipulate the course of events in the world around them, changing their own Fates through their control or theft of Soulstones. A variety of fantastic and frightening beings, collectively known as Minions, serve the Master as fodder in his or her machinations. In addition, Henchmen can lead specialized Crews in their Master's absence, or serve their Master directly as a member of a Crew. Masters and Henchmen are also supported by Totems, extensions of their magical abilities which increase their spellcasting range and provide additional aid in an Encounter. Lastly, each Master can transform itself into a powerful Avatar, representing a specific aspect of their personality.
How well a Crew carries out its leader's Strategy and Schemes determines whether or not it will emerge victorious in an Encounter with an enemy Crew. Strategies represent the Crew's main path to victory, while Schemes are simpler alternate routes to achieve the leader's goals.
Malifaux players use decks of cards called Fate Decks to resolve game events such as attacking and spell-casting. Players can manipulate the cards they play to alter the Duel's outcome. It takes a shrewd leader to effectively utilize a Crew's resources, ensuring he or she always has ready the cards needed to Cheat Fate.
Be prepared to fight to the death because Malifaux is the end of the line!
OK Malifaux is pretty badass. I got turned onto it over the summer by chance and was immediately drawn to the
low scale (cost), the dark Victorian themes and art, unique mechanics (the Fate Deck), the randomized and detailed objectives that extend far beyond "kill eachother", the similarities to Mordheim, and the wealth of different models and units available.
-I go, you go
This isn't exactly unique, but it bears mentioning that Malifaux plays like chess or checkers, in that I move a model, and then you move a model. There are some exceptions, but as a rule your opponent will never be able to move more than 2 models in a row before you get a turn. This basically means you'll never suffer the "first turn effect" that you see in Warhammer 40k, where your opponent destroys half your force before you've had a chance to do anything. Also, Initiative order for who gets to go first each turn is random, that's right, you could go first every single turn, not at all, or any variation in between.
- Small scale and low price point
A starter kit runs for about $ 30- 40 dollars American, and that actually nets you a pretty decently sized force of about 6 models or so. A game of that size will last about a hour, so you are absolutely getting your money's worth. For reference, a "large" force will entail about 8 models, and will play a game lasting about and hour and a half or two hours. So all told, an average of $60 total will net you the equivalent of a 2000pt force in Warhammer 40k. So basically if you buy an extra one or two models at $8-15 a piece on top of your starter, you have a "full" army. Yes, it's that cheap to play by comparison. Kits are sold unassembled and unpainted.
In every game of Malifaux, there is a Strategy- a main objective that both players share, and Schemes- secondary objectives chosen from a pool. Each player gets 2 schemes for a total of 3 objectives per side. The trick is that you choose Schemes from a random pool of 5, and you don't necessarily have to reveal which schemes you picked to your opponent. This means that both players can and will be competing for completely different objectives and can tailor their lists in different ways to accomplish different things. In some ways, you're often playing a different game than your opponent!
- NO DICE
Nope! None at all! A major part of how Malifaux differs, is that instead of using dice to determine random chance for success or failure, it uses the "Fate Deck" which is a standard deck of poker cards with both Jokers thrown in for 54 cards total. Wyrd makes specialized and fancy Fate Decks, but you can totally use an everyday average deck of poker cards.
"Duels" as they are called, are determined by each player flipping a card off the top of their own fate deck and adding the relevant stats (Melee, defense, Casting, etc) to the number on the card and comparing the totals. An Ace counts as "1," Jacks are an "11," Queens are a "12," and Kings are a "13." The suits on the cards you flip (converted as Hearts= Rams, Spades = Crows, Clubs = Tomes, and Diamonds = Masks) also play a part as they can set off various triggers on abilities such as extra/ special actions, critical hits, elemental damage, summoning dead hookers etc.
Part of what makes this system truly awesome is that each turn players get to draw 6 cards that serve as their "hand" during their turn. These cards can be used to "cheat fate," and allow you to substitute cards from your hand in place of the cards you flipped during a Duel. This introduces a lot more control over your actions than you would receive with standard dice rolls, as you can always "cheat" a high card (or a card with a relevant suit) in on critical Duels, or duels where you flipped poorly. It also allows for some element of bluffing strategy as you can trick your opponent into "cheating" high cards into duels you never intended to win. And when the survival of your dead hookers are on the line, you'll need every advantage you can get.
Here is a gigantic picture of one of the groovy specialized decks that Wyrd sells, but remember you can always use a standard set of poker cards if you are willing to translate the suits:
- Strong factional/ crew identity
In Malifaux, you won't see endless armies of Marine variants clogging up tables with only fairly minor discrepancies between forces. Factions have strong themes, and even within the factions you'll see large divergences between the playstyles of the various Masters and units at their disposal.
Sounds neat, what do I need:
1. The 2nd Edition rulebook and cards for the units/ models/ upgrades you are using. The cards that came with the original model kits for 1st ed and 1.5 ed are no longer usable. The 2nd edition cards can be acquired either by- purchasing one of the 2nd edition starter kit (it will have 2e stamped on it) to receive the cards available for models in that kit, or the "Arsenal Decks" which go by faction and contain ALL the cards for that faction's Wave 1models and all of the generic/ Master specific upgrades.
Currently, only "Wave 1" models have Arsenal Decks
available, but wave 2's pdfs are available for free online here- wyrd-games.net/community/files/file/53-malifaux-wave-2-cards-low-rez/
For quick reference, Wave 1 models by faction:
- Scales of Justice (totem)
- Enslaved Nephilim (totem)
- Purifying Flame (totem)
- Governor's proxy (totem)
The Lone Marshal
Mcmourning (Dual faction Guild)
- Zombie Chihuahua (totem)
- Vulture (totem)
- Copycat Killer (totem)
- Graveyard Spirit (totem)
Rotten Belle (These are the dead hookers!)
- Brass Arachnid
- Essence of Power (totem)
Steam Arachnid Swarm
Zoraida (Dual faction Gremlins)
- Voodoo Doll
- Primordial Magic (totem)
Tara* (Dual faction Ressurectionists)
- Karina (totem)*
Viktoria of Ashes (/ her twin Vikktoria of Blood)
- Student of Conflict (totem)
- Steam Trunk
- Malifaux Child (totem)
Viktoria of Blood (is free/ required to take with her twin, Vikktoria of Ashes)
The Nothing Beast*
* A note on Tara's crew- her models currently exist only as a Limited Edition "Nightmare Edition" that was available for purchase at Gencon2013, so if you're dying to play as Tara now without proxxies, you had better get you're wallet ready to take a big hit on ebay. Her crew will receive a "regular" version eventually.
The Ten Thunders:
Jakob Lynch (Dual Faction Neverborn)
- Hungering Darkness (is also technically a henchman)
Mei Feng (Dual Faction Arcanists)
Misaki (Dual Faction Outcasts)
Monk of Low River
Ten Thunders Archer
Gremlins (new faction!):
- Young LaCroix (totem)
Som'er Teeth Jones
- Skeeter (totem)
- Apprentice Wesley (totem)
When I get more time, I'll write out what models are in Wave 2, but to put it simply, if they aren't in the Wave 1 list above, they're in Wave 2 as that is the rest of the line.
2. A tape measure
3. A 3x3 foot gaming surface with appropriate terrain.
4. Tokens that can be used for scheme/ corpse/ scrap markers, or for generic spell effects etc. Coins and bottle caps work in a pinch.
5. Each player needs a Fate deck (either the "official" decks sold by Wyrd, or a standard deck of 54 poker cards with both jokers included.)
6. A crew, which are sold in many convenient starter sets which run about $40 dollars a piece. These are excellent jump-off points, and unlike certain other
table top games, these starters are representative of about 75% of a full force so you don't need to drop hundreds of dollars to own a "complete" army
of dead hookers
The Guild: Malifaux is a place of great danger, but also great opportunity. The soulstones mined from Malifaux's landscape are beyond precious. They are magic coalesced, and they fetch an absurdly high price back Earth-side. The Guild, which is really nothing more than an organization of various corporate interests, facilitates the excavation of soulstones, their transfer back Earth-side, and the bureaucracy that governs this new frontier. The Guild cannot flourish amid chaos, and so it is necessary for it to protect its investments. For this reason the Guild is the "law" in Malifaux, and they serve as both constabulary and army to protect Malifaux's citizens, but do not think them altruistic. The Guild exists for one reason only: profit. Besides the ubiquitous Guild Guard who deal with most domestic issues, the Guild has specific departments/allies trained to deal with the specific threats encountered in this dangerous dimension. The Witch Hunters to deal with the burgeoning magical prowess that finds its spark in potentially every new immigrant. For the Undead threat posed by the Ressurectionists, the Deathmarshals serve as a form of cracked-out Ghostbusters. Finally, to deal with nightmarish monstrosities of the Neverborn the Guild has contracted the gun-slinging Ortega family. The Guild tends to have "Western" theme, though they also have many constructs lending toward steampunk.
In playstyle the Guild is the most "human" faction, with various and well-equipped specialists designed to deal with every possible threat. The Guild also features a straightforward and fairly aggressive playstyle, which isn't to say that they can't be sneaky (Lucius), merely that Guild units are intuitive with obvious uses and benefits. Because of this, the Guild is a good choice for starting players.
2nd edition plastic MODELS!
Lady Justice (Blind Samurai with ghost-rider cowboy Ghostbuster people!) 2nd ed set: (spoiled for huge)
Sonnia Creed (Buuuuurn the Witches!) 2nd edition set due out in December 2013: (again huge)
The Undead. As stated in the Arcanist section, every person that enters Malifaux gains some amount of magical power. Where The Ressers and Arcanists differ, however, is that they have turned their magic toward the resurrection of the dead, and the desire for immortality. They perform their dark work in the confines of Malifaux's Quarantined Section, where Guild presence is non-existent. Due to their desecration of the dead, and the hideous actions they turn these ghosts, ghouls, and zombies toward, the Guild enjoys sincere popular support in their efforts to combat the Ressurectionist threat. The Ressers have a fairly gothic theme, with everything from the ghosts of hanged men, to stitched together monsters ala Frankenstein. There is one Master, Kirarai, who has a ghost-based theme influenced by Japanese horror movies like the Grudge and the Ring who bucks this trend, however.
In playstyle, Ressers are resilient and plentiful foes. Every Master in the Faction has a way of recouping losses or creating new troops mid-battle from the bodies of the dead. They also enjoy plentiful "debuff" effects to degrade the effectiveness of enemy models. Almost every model in-faction has above average resilience, and that which is killed off can be brought back to un-life again. This makes Ressers a fairly forgiving faction, and a good starting point for new players. They also tend to get "better" as your collection of models grows, as well, because you can always summon in new and different units as circumstances change through the game.
Seamus (dead hookers!) 2nd edition set: (huuuge)
McMourning (doc frankenstin!) 2nd ed set due out in January 2014: (huge)
Every person that travels through the Breach into Malifaux is changed by the surge of magic that washes over them. Almost all develop some magical ability, and while most are minor in nature, some become capable of astonishing feats of magic and will. From commanding nature to manipulating time and space itself, these special individuals attract the unfortunate attention of the Guild, who view these souls as threats to be ruthlessly controlled and subjugated. The Arcanists, as the Guild calls them, are a group of rebels and malcontents who refuse to endure the Guild's tyranny. The Arcanists have found a home in the Miners & Steamfitters Union, run by Victor Ramos, who is himself an Arcanist. The Arcanists are not however, a clean organization and are in many ways just as corrupt as the Guild, forming a black market soulstone trade. While every Faction in Malifaux features magic, the Arcanists theme revolves around this magicky-ness. Think of the Arcanists as having mutant-power-like abilities mixed with Union strikers and a dash of steampunk.
In play, Arcanist crews tend to be keyed toward specific elements or concepts, be it animals, cold, metal, or quantum manipulation. Their Masters command powerful abilities and tend toward the "blastier" side of things, but are often fairly fragile to compensate. Arcanist units on the otherhand, are often very resilient with golems made from Ice or metal.
Rasputina 2nd ed set (Ice witch): (huge)
Marcus 2nd ed set, due out in January: (huge)
Malifaux is not an empty dimension, and its original inhabitants cling to it like flies on a corpse. The Neverborn themselves take many forms, but all of them are horrific. Just about every horrible monster or creature ever conceived of Earth-side can find its parallel in the Neverborn. Whether this is simply coincidence or because human fears actively inform upon Neverborn physiology is unknown. The question is irrelevant, however, when one is being messily devoured by a gigantic and hideous effigy of a child's Teddy Bear. The Neverborn theme is just about any horror-cliche that doesn't involve the undead. So Nightmares and Demons, mostly.
In playstyle, the Neverborn are the "finesse" faction of Malifaux. While the Guild would prefer to run forward and beat your face in, the Neverborn come at you "sideways" with everything from indirect damage to misdirection. A good example of this is Pandora's crew, which specializes in screwing with enemy model activation order to give themselves an edge, and plucking away at enemy wounds one failed Willpower test at a time. The Faction features copious control effects, and a large diversity of utility models. Due to the amount of rule interactions and knowledge necessary to run a Neverborn crew effectively, they tend to be a little less plug and play than the Guild. This isn't to dissuade new players who find the Faction interesting, merely a warning that their learning curve is higher than average.
Lilith 2nd ed set (Hot mommy + monsters!): (huge)
Pandora 2nd ed set (Her name is Pandora, she has a box. Ghosts come out of it) due out end of November: (huge)
The most diverse faction. The Outcasts are not a centralized faction so much as a collection of myriad persons and groups that don't fit neatly into the other groups. Outcast crews are myriad, and run the gamut from simple mercs, samurai ronin, a steampunk necromancer, and a women possessed by the elemental embodiment of Nothingness.
Vikktorias 2nd ed set (twins with their all-female samurai crew): (huge)
- The online store with the rulebook, Arsenal Decks, and released starter model kits. Note that you can still use the old models as long as you have the appropriate 2nd edition cards.
- This is the forum for the Wave 2 Beta, there is a download link for the Wave 2 beta cards.
NEW RELEASE SCHEDULE!!! malifaux.com/M2eReleases.php
Sep - 2013
WYR20001 Second Editon Book $40.00
WYR20002 Guild Arsenal Box - Wave 1 $8 .00
WYR20003 Resurrectionists Arsenal Box - Wave 1 $8 .00
WYR20004 Arcanists Arsenal Box - Wave 1 $8 .00
WYR20005 Neverborn Arsenal Box - Wave 1 $8 .00
WYR20006 Outcast Arsenal Box - Wave 1 $8 .00
WYR20007 Gremlin Arsenal Box - Wave 1 $8 .00
WYR20008 Ten Thunders Arsenal Box - Wave 1 $8 .00
WYR20101 Lady Justice Crew - The Guild's Judgement $45.00
WYR20201 Seamus Crew - Shadows of Redchapel $40.00
Oct - 2013
WYR20401 Lilith Crew - Mother of Monsters $40.00
WYR20303 Rasputina Crew - Children of December $45.00
Nov - 2013
WYR20501 Viktorias Crew - Hired Swords $45.00
WYR20402 Pandora Crew- No Shelter Here $45.00
WYR20104 Death Marshals (3) $24.00
WYR20204 Rotten Belles (3) $21.00
WYR20404 Nephilim (3) $40.00
WYR20407 Terror Tots (3) $15.00
WYR20307 Ice Gamin (3) $15.00
WYR20301 Ramos Crew - The M&SU $50.00
WYR20102 Sonnia Crew Set - The Torch and the Blade $40.00
WYR20317 Steam Arachnid Swarm $10.00
Jan - 2014
WYR20505 Ronins (3) $21.00
WYR20302 Marcus Crew - Claw and Fang $50.00
WYR20203 McMourning Crew - Body of Evidence $45.00
WYR20406 Sorrows (3) $18.00
WYR20108 The Lone Marshal $35.00
WYR20309 Cojo $18.00
WYR20315 Razorspine Rattler $18.00
WYR20316 Sabertooth Cerberus $18.00
Dumb legal crap- all this stuff is property of Wyrd Miniatures LLC, PLEASE DON'T SUE ME!